Diep Map Size & Shape Count

Written by

AZeotropic Nitric Acid To Fumes (Aznatf)

What is the map size ? I define the map size to be the square of the length of one side of a map. The length of the map is measured in GU (grid units) with 1 grid unit being the length of 1 grid square you can see in the background. Also every map has a small grey zone outisde of it which extends 5 GU into the nothingness. The map length is just the length of the ligth grid squares and the map size its square. Small excursion : For everyone unfamiliar with the floor here is a small introduction. The floor function rounds down the value to the next nearest value of your defintion.

For example : setting it ro rounding it down to the nearest integer results floor (5.5) = 5 floor (6.9994232) = 6 Map length equation l = floor (squareroot (p) * 50)) l : map length p : number of players but in this case the floor functions rounds down the value to the nearest even integer. For example : p = 1 → l = floor (50) = 50 p = 2 → l = floor (squareroot (2) * 50)) = floor (70.71...) = 70 ... p = 5 → l = floor (squareroot (5) * 50)) = floor (111.8033989...) = 110 and so on The reason the map length is even is because when you start to increase it in sandbox it adds the same number of gridsquare to every direction. Meaning you add for the right and left expansion 2 * N new squares and the same goes for up and down. And if you multiply any number with 2 you get an even number. Map size equation s = l² = floor (squareroot (p) * 50))² It's just the square of the length.(edited)

Shape count equation sh = floor (12.5 * p) sh : number of shapes on the map p : number of players In this case the floor function does round it down to the nearest integer For example : p = 1 → sh = floor (12.5 * 1) = 12

p = 2 → sh = floor (12.5 * 2) = 25 and so on What does count as a shape ?

All regular shapes like square, triangle, pentagon, alpha pentagon, their green counterparts and crashers. Now we can determine how much space a shape takes on average on an infinite map. For that we divide the map size by the shapes inside the map. s/sh = floor (squareroot (p) * 50))² / floor (12.5 * p) since we wanna know the distribution on an infinite map we can ignore the small 5 GU area around the map and get rid of the floor functions since with an infinite size those small roundings doesn't matter. for s/sh and p → ∞ : s/sh → squareroot (p)² * 50² / (12.5 * p) = 500 / 12.5 * p / p = 500 / 12.5 = 200 So we get a value of 1 shape having an are of 200 GU² for itself. Or if you wanna have it visually. Imagine a shape inside of a ~ 14x14 grid box. This is also the average shape distribution across the map. Now to the maps itself that are in the game. Mode|Starting Size|Number of Players :--|:--|:-- FFA|446x446|80 Survival|-------|-------- 2tdm|446x446|80 4tdm|446x446|80 Domination|446x446|80 Tag|446x446|80 Maze|508x508|104 Sandbox|--------|----------(edited)

Survival and sandbox starting sizes depend on the number of players that are in them. Note : For sandbox to be counted as a player you don't have to be physically in it. Just being connected to it is enough. For survival it's a different story. If a player die the map gets immidately smaller. Most maps are meant to be played by 80 players at the same time. Maze on the other hand is a bit bigger to make space for the maze walls. In tag the arena decreases with every death of player by 1 GU at each side all the way down to the limit where the current size correspond to the players inside of it. In sandbox it simply varies with how many players there are in the sandbox. For survival it starts out at the size of the corresponding playercount inside of it. But unlike tag it doesn't decreases by 1 GU on each when a player dies. It rather follow the rules of sandbox and adjust itself to fit the number of remaining players. This is why the sudden jumps occur when a player dies.